Open questions

All 32,768 bytes are explained and the listing reproduces the ROM byte for byte. What follows are not gaps in the disassembly: they are things the cartridge does whose why has not been measured.

The two levels with two hidden items

The twenty-seven conditions at 0x6DBD are all used, once each. Twenty-three levels carry one hidden item and two carry two: 5 and 16. Why those two and not others has not been measured.

Levels 6 and 15

The table at 0x5576 leaves exactly those two without an item, and that much is measured. What is not measured is whether it is deliberate — one rest level per round — or whether two items fell out of a plan for twenty-five.

The three empty voices

The last three entries in the voice table are 0xBFEE, which is where the 0xFF padding starts. They are empty voices, and it is not known whether they are reserved room or the trace of three pieces that got dropped.

How much of it is actually played

All hundred rooms are drawn and none repeats, but how many of the hundred you actually walk through in a game has not been measured. The link between rooms goes through two 19x4 tables and depends on which side you leave by, so there may be rooms you can only reach from one direction.

The many-legged creature

It shows up in few levels and always alone. It is understood — it lies hidden in an 8x8 box until it is stepped on, and item 0x13 stops it waking — but why it is in those levels and not others has not been measured.

The second header

The Konami Game Master header is there, and so are its eleven pointer bytes. This cartridge never reads them. Exactly what each of those eleven bytes is could not be settled without the cheat cartridge to hand: the layout of that space changes from one game to the next.

The hidden mark's characters

Of the house's katakana code, indices 0 to 44 are confirmed — the gojūon in order — plus five more: 51, 53, 55, 56 and 58, which this cartridge closes. The rest remain unchecked, and will only be settled with more cartridges.